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UM EECS 487: Fall 2009 Syllabus and Lecture Notes

UM EECS 487: Fall 2009 Syllabus and Lecture Notes

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Note:
  • The notation "up to section K" of a required reading material means "up to and including section K."
  • "Demoes" may be shown in class. "Additional readings" could help understanding. "Optional readings" may be fun. None are required. Only the two textbooks are required readings.
  • Most of the links to papers below can only be accessed from ACM/IEEE subscriber hosts, e.g., umich hosts (and through VPN). The local cached copies are also accessible only from umich hosts.

Tentative syllabus:

Wed 09/09

Introduction to course, computer graphics, raster graphics, graphics pipeline and the gpu
TP3 Ch. 1, Redbook Ch. 1

Demo:
Strang's Linear Algebra Concepts

Additional readings:

Optional readings:

Fri 09/11

Meet in
1690 CSE

Assigned PA1: Raster Graphics

OpenGL introduction
Redbook Ch. 2 (up to "Vertex Array"), "Basics of GLUT" Appendix

Additional reading:
Installing and Using GLUT and OpenGL, 2009.

Mon 09/14

OpenGL geometric pipeline and line drawing
TP3 Sections 2.1-2.4

Wed 09/16

Clipping, triangle rasterization, barycentric coordinates
TP3 Sections 2.9, 2.5, 2.6

Fri 09/18

Lab 1: Line rasterization
All labs are held in 1620 CSE

Mon 09/21

Basic anti-aliasing, hidden surface elimination
TP3 Section 2.8, 5.5.1-5.6, Redbook Ch. 6

Demoes:

Additional reading:
Optional reading:

Wed 09/23

Compositing (alpha-blending) and fog, 2D modeling transforms and homogeneous coordinates
Redbook Chs. 6, 10, TP3 Sections 3.1-3.5, 3.10

Demoes:

Additional reading:

Fri 09/25

Lab 2: Triangle rasterization

Mon 09/28

PA1 Due
Assigned PA2:
3D Scene Rendering

More 2D transforms
TP3 Section. 3.6

Demoes:

Wed 09/30

3D transforms, viewing, and parallel projection transformations
TP3 Sections 3.7, 3.8, 4.1, 4.2, 4.4, Redbook Ch. 3

Additional readings:

Fri 10/02

Lab 3: The math behind transformations

Mon 10/05

Assigned HW1

Perspective projection, more homogeneous coordinates, screen mapping
TP3 rest of Ch. 4, rest of Ch. 5, Redbook Ch. 3

Demoes:

Wed 10/07

Transforms in OpenGL, Light and color
TP3 Ch. 11

Demoes:

Fri 10/09

Lab 4: Modeling transformations in OpenGL

Mon 10/12

HDR and tone mapping, Lighting
TP3 Sections 10.5, 12.1, 12.2, 12.4-12.6 (12.5.1 up to normal of triangles), Redbook Ch. 5, Ch. 2 section on normal vectors and Appendix H

Optional readings:

Wed 10/14

Shading and shaders
Redbook Ch. 15

Additional readings:

Optional readings:

Fri 10/16

Lab 5: OpenGL lighting

Mon 10/19

NO CLASS - FALL BREAK

Wed 10/21

HW1 Due

Texture mapping, mipmapping
TP3 Section 2.7, Ch. 14 up to Section 14.4, Redbook Ch. 9

Demo:

Additional reading: Optional reading:

Fri 10/23

Lab 6: GPU shaders & GLSL (OpenGL Shading Language)

Mon 10/26

PA2 Due
Assigned PA3:
Ray Tracing

Environment mapping, bump mapping, procedural texture
TP3 rest of Ch. 14 except Section 14.8

Demo:

Optional readings:

Wed 10/28

Lab 7: Textures (meet in 1620 CSE), no late penalty till Mon, 11/02, 1:00 pm

Midterm review 6-7:30 pm in 1005 DOW

Fri 10/30

NO CLASS
Midterm Exam, 6-8 pm in 1500 EECS

Mon 11/02

Ray Tracing and Global illumination
TP3 Ch. 15

Demo:
Refraction

Wed 11/04

More ray tracing: setup, ray-objection intersection, acceleration techniques, anti-aliasing, soft-shadows
TP3 Ch. 15

Fri 11/06

Lab 8: Basic ray-tracing

Mon 11/09

Assigned HW2

Distributed raytracing and soft shadows, bidirectional raytracing and caustics
TP3 Sections 15.7, 16.5.3, Ch. 13
BRDF, radiosity, photon mapping
TP3 Sections 12.3, 12.10, 12.11, Ch. 16

Additional reading:

Optional reading:
Jarosz, Jensen, Donner, "Advanced Global Illumination Using Photon Mapping," SIGGRAPH '08 Tutorial.

Wed 11/11

Polygonal mesh and parametric curves
TP3 Ch. 7 (except 7.6), Redbook Ch. 11

Fri 11/13

Lab 9: Advanced ray-tracing

Mon 11/16

PA3 Due
AssignedPA4: Animation

Parametric curves: Hermite and Bezier and natural splines

Demo:

Wed 11/18

Hierarchical Modeling, Inverse Kinematics, and Scene management
TP3 Ch. 9, Sections 17.1-17.2.3

Demoes:

Fri 11/20

Lab 10: Splines I - interpolation/approximation

Mon 11/23

Quaternions and other animation topics
TP3 Sections 3.9, 17.3-17.6

Demo:
Perlin's Walkers

Additional readings:

Optional readings:

Wed 11/25

Guest Lecture:
"Mixing 3D Graphics with Reality in Realtime: Augmented Reality in 2009 and Beyond"

Jeff Powers, co-Founder of Occipital, a mobile computer vision startup based in Boulder, CO. Jeff architects realtime vision-based systems that are used in Occipital's mobile applications on iPhone and Android platforms.

Fri 11/27

NO CLASS - THANKSGIVING BREAK

Mon 11/30

5:30-7:00 pm in 1670 CSE
Guest Lecture:

"Rivers of Rodents, Lots of Bots, and Cavalcades of Canines: Crowd Simulation at Pixar Animation Studios"

Paul Kanyuk, Pixar Animation Studios

Abstract:
This talk will start with a general presentation of Pixar Animation Studios and our film making process, followed by discussions of our crowd simulation pipeline and the challenges faced on Ratatouille, Wall-E, and Up. On Ratatouille, an animation centric crowd pipeline was born, merging the strengths of our proprietary rigging tools and the commercially available software, Massive. Wall-E demanded fast physics for large crowds, for which the technology "Brain Springs" was created. For Up, the focus was flexible navigation and terrain following for a pack of vicious dogs. Learn how these crowds came to life and how technological improvements helped bring audiences all those Rats, Robots, and Rottweilers.

Additional reading:

Wed 12/02

HW2 Due

B-Splines, NURBS
Redbook Ch. 12
Mesh simplification (tentative)
TP3 Ch. 6
Parametric surfaces (tentative)
TP3 Section 7.6, Ch. 8

Demoes:

Additional reading:
Sharp, "Subdivision Surface Theory," Game Developer Magazine, Jan. 2000.

Fri 12/04

Lab 11: Splines II - keyframe animation

Mon 12/07

5:30-7:00 pm in 1500 EECS

Guest lecture:

"Visual Effects: From Film to Real-Time"

Jonathan Cohen, nvidia

Abstract:
This talk will cover recent trends and techniques in state-of-the-art feature film visual effects. As a recent case study, I will talk about the "Sandstorm" effects system which was developed at Sony Imageworks for Spider-Man 3. Sandstorm was used to model, animate, simulate, and render hundreds of millions of sand grains per frame to create the Sandman character. Sandstorm was designed to push the limits of visual fidelity, and therefore complex tasks took several hours of computation on high-end CPUs. The enormous gains in computational throughput afforded by modern programmable GPUs allows for many of these techniques to be run interactively on consumer-level GPUs. I will present recent work at NVIDIA developing fluid simulation, volume rendering, and ray tracing systems that deliver quality comparable to that seen in feature films, but at interactive rates. The talk will conclude with a discussion the issue of convergence between films and video games, and important research topics to the future of both.

Wed 12/09

Terrain generation and fractals, non-photorealistic rendering

Additional reading:
Agrawal, "Non-photorealistic Rendering: Unleashing the Artist's Imagination," IEEE Computer Graphics and Applications, 29(4):81-85, July/August 2009.

Fri 12/11

Meet in
1690 CSE

Visualization and volume rendering
TP3 Ch. 10, 18 (except 18.3)

Mon 12/14

PA4 Due

Final exam review

Fri 12/18

Final Exam 4:00-6:00pm TBD